Corona 1.6 New Features

Greatly improved sampling of HDR environment maps with significant contrast (for example, with a baked-in sun). Renders using such an HDR environment map should now have up to half the noise for same render time (in other words, will render twice as fast).

New Stratified random sampler reduces noise for all scenes.

Corona Image Editor (CIE)

CoronaMix Map

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The CoronaMix map now works with bump mapping in all modes, properly blending individual maps.

CIE has lower system requirements than working with an image inside any 3D software – it is not necessary to have a scene loaded while you are working with your images, so you can denoise Corona renders outside of the rendering process, reducing the memory requirements significantly.

All LightMix and post-processing settings can be easily shared between the VFB in any host application and the CIE.

No need to copy settings manually: EXRs from the VFB are automatically loaded with them.

It also works with regular, non-Corona EXRs (in Float format). It is possible to add bloom and glare to them, apply your tone mapping settings, LUT, etc. Denoising and LightMix are not available for such EXRs because they miss the necessary “hidden” auxiliary data.

Supports drag-and-drop to quickly load the images.

Saves to EXR, PNG, JPEG, BMP.

You can associate the CIE with EXR files and open them just by double-clicking.

Ctrl + O and Ctrl + S for fast image opening and saving.

It is a portable application, works with just unpacking, no installation necessary.

Free with a regular Corona license.

New Distributed Rendering

Improved UI of the DR Server and DR tab in the Corona VFB.

Slaves now automatically gather missing assets from the master and cache them locally.

۳ds Max on slaves is spawned immediately after the DR server starts – this lets slaves begin rendering much faster.

DR works with adaptivity, which means faster rendering.

Slaves report their current status to the master.

Memory usage of slaves is reported.

Slave names can be customized.

DR slaves now respect VFB regions, region layout on slaves is updated every time they send the results to the master.

Anti-aliasing in DR has been improved when every slave renders only a few passes.

Slaves found through “Search LAN” now show user-specified names instead of hostnames.

Improved Interactive Rendering

Subsampling – by beginning with a “pixelated” overview of a rendered image, IR responsiveness is greatly improved. This is particularly useful when composing a scene by moving the camera or objects.

Zoom sampling focus – Interactive rendering is calculated only in the area currently visible in the VFB. Rendering is paused for the rest of the image until it is un-zoomed again. (Only applies to Interactive Rendering, not regular offline rendering!)

Fixed freezing when using a 3ds Max Physical Camera.

The scene is no longer reparsed when not needed – e.g. when changing the selected object, changing poly sub-selection, moving the mouse in the viewport in some scenes where physical cameras are present, and the first click into a viewport no longer cause IR to restart.

Improved interactive rendering refresh rate (up to two times in simple scenes) – especially for a docked VFB.

Added an FPS counter for Interactive Rendering (enabled in the devel/debug settings).

LightMix

Light color and intensity can be baked into the scene. This makes LightMix an ideal tool for easily setting final lighting, instead of editing the lights and light-emitting materials one-by-one in the viewport.

Improved automatic creation dialog now allows you to choose how to group lights into LightSelect layers, and whether they should be denoised. It also shows the number of elements created, and the amount of memory consumed.

Light intensities stick to LightSelect elements, even when reordering.

Added on/off checkboxes to LightMix groups in the VFB.

Replaced “All to 0” button in the LightMix tab with a “Toggle” that switches all checkboxes on and off.

LightMix is now computed in Wide RGB, the same as normal rendering, to make its post-processing effect match more closely what Corona renders.

VFB Post-Processing

The VFB now offers custom curves with histogram so you can further fine-tune the tone mapping.

The VFB now features blur and sharpen options. They are applied one after the other, first blurring an image and then sharpening it, to remove “pixel-perfect” noise and give a more photographic look to the final image.

VFB UI

Controls in the VFB are now sorted into collapsible groups.

The tabs in the VFB can be re-arranged into any order you prefer by simply dragging them.